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// Copyright 2022 Google LLC
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
#include "ink_stroke_modeler/internal/wobble_smoother.h"
#include <algorithm>
#include "ink_stroke_modeler/internal/utils.h"
#include "ink_stroke_modeler/types.h"
namespace ink {
namespace stroke_model {
void WobbleSmoother::Reset(const WobbleSmootherParams& params, Vec2 position,
Time time) {
params_ = params;
samples_.clear();
// Initialize with the "fast" speed -- otherwise, we'll lag behind at the
// start of the stroke.
position_sum_ = position;
speed_sum_ = params_.speed_ceiling;
samples_.push_back(
{.position = position, .speed = params_.speed_ceiling, .time = time});
}
Vec2 WobbleSmoother::Update(Vec2 position, Time time) {
// The moving average acts as a low-pass signal filter, removing
// high-frequency fluctuations in the position caused by the discrete nature
// of the touch digitizer. To compensate for the distance between the average
// position and the actual position, we interpolate between them, based on
// speed, to determine the position to use for the input model.
float distance = Distance(position, samples_.back().position);
Duration delta_time = time - samples_.back().time;
float speed = 0;
if (delta_time == Duration(0)) {
// We're going to assume that you're not actually moving infinitely fast.
speed = std::max(params_.speed_ceiling, speed_sum_ / samples_.size());
} else {
speed = distance / delta_time.Value();
}
samples_.push_back({.position = position, .speed = speed, .time = time});
position_sum_ += position;
speed_sum_ += speed;
while (samples_.front().time < time - params_.timeout) {
position_sum_ -= samples_.front().position;
speed_sum_ -= samples_.front().speed;
samples_.pop_front();
}
Vec2 avg_position = position_sum_ / samples_.size();
float avg_speed = speed_sum_ / samples_.size();
return Interp(
avg_position, position,
Normalize(params_.speed_floor, params_.speed_ceiling, avg_speed));
}
} // namespace stroke_model
} // namespace ink
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